d3d11/tests: Add tests for compute shader state swap.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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7a289ba268
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fbad62fdca
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@ -6749,16 +6749,30 @@ static void test_device_context_state(void)
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0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2,
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0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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#if 0
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[numthreads(1, 1, 1)]
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void main() { }
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#endif
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static const DWORD simple_cs[] =
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{
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0x43425844, 0x1acc3ad0, 0x71c7b057, 0xc72c4306, 0xf432cb57, 0x00000001, 0x00000074, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000020, 0x00050050, 0x00000008, 0x0100086a,
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0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x0100003e,
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};
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ID3DDeviceContextState *context_state, *previous_context_state, *tmp_context_state, *context_state2;
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ID3D11SamplerState *sampler, *tmp_sampler;
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D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
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ID3D11UnorderedAccessView *tmp_uav, *uav;
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ID3D11ShaderResourceView *tmp_srv, *srv;
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D3D11_DEVICE_CONTEXT_TYPE context_type;
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ID3D11DeviceContext1 *context = NULL, *context2;
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D3D11_SAMPLER_DESC sampler_desc;
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D3D_FEATURE_LEVEL feature_level;
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ID3D11GeometryShader *tmp_gs, *gs;
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ID3D11ComputeShader *tmp_cs, *cs;
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ID3D11DomainShader *tmp_ds, *ds;
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ID3D11VertexShader *tmp_vs, *vs, *vs2;
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ID3D11PixelShader *tmp_ps, *ps;
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@ -6766,7 +6780,7 @@ static void test_device_context_state(void)
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ID3D11Device *d3d11_device, *d3d11_device2;
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ID3D11Device1 *device, *device2;
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struct vec4 constant;
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ID3D11Buffer *cb, *srvb, *tmp_cb;
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ID3D11Buffer *cb, *srvb, *uavb, *tmp_cb;
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ULONG refcount;
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HRESULT hr;
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@ -6807,12 +6821,6 @@ static void test_device_context_state(void)
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hr = ID3D11Device1_CreateSamplerState(device, &sampler_desc, &sampler);
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ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
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ID3D11DeviceContext1_CSSetSamplers(context, 0, 1, &sampler);
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tmp_sampler = NULL;
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ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler);
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ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler);
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ID3D11SamplerState_Release(tmp_sampler);
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feature_level = min(feature_level, D3D_FEATURE_LEVEL_11_1);
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hr = ID3D11Device1_CreateDeviceContextState(device, 0, &feature_level, 1, D3D11_SDK_VERSION,
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&IID_ID3D11Device1, NULL, &context_state);
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@ -6836,12 +6844,7 @@ static void test_device_context_state(void)
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cb = create_buffer((ID3D11Device *)device, D3D11_BIND_CONSTANT_BUFFER, sizeof(constant), NULL);
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srvb = create_buffer((ID3D11Device *)device, D3D11_BIND_SHADER_RESOURCE, 1024, NULL);
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ID3D11DeviceContext1_CSSetConstantBuffers(context, 0, 1, &cb);
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tmp_cb = NULL;
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ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb);
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ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb);
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ID3D11Buffer_Release(tmp_cb);
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uavb = create_buffer((ID3D11Device *)device, D3D11_BIND_UNORDERED_ACCESS, 1024, NULL);
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hr = ID3D11Device1_CreateVertexShader(device, simple_vs, sizeof(simple_vs), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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@ -6866,6 +6869,13 @@ static void test_device_context_state(void)
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ok(SUCCEEDED(hr), "Failed to create domain shader, hr %#x.\n", hr);
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}
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if (feature_level < D3D_FEATURE_LEVEL_11_0) cs = NULL;
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else
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{
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hr = ID3D11Device1_CreateComputeShader(device, simple_cs, sizeof(simple_cs), NULL, &cs);
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ok(SUCCEEDED(hr), "Failed to create compute shader, hr %#x.\n", hr);
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}
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srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
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U(srv_desc).Buffer.ElementOffset = 0;
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@ -6874,6 +6884,15 @@ static void test_device_context_state(void)
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
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ID3D11Buffer_Release(srvb);
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uav_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
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U(uav_desc).Buffer.FirstElement = 0;
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U(uav_desc).Buffer.NumElements = 4;
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U(uav_desc).Buffer.Flags = 0;
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hr = ID3D11Device1_CreateUnorderedAccessView(device, (ID3D11Resource *)uavb, &uav_desc, &uav);
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ok(hr == S_OK, "Failed to create unordered access view, hr %#x.\n", hr);
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ID3D11Buffer_Release(uavb);
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ID3D11DeviceContext1_VSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11DeviceContext1_VSSetSamplers(context, 0, 1, &sampler);
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ID3D11DeviceContext1_VSSetShader(context, vs, NULL, 0);
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@ -6901,6 +6920,12 @@ static void test_device_context_state(void)
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ID3D11DeviceContext1_DSSetShader(context, ds, NULL, 0);
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ID3D11DeviceContext1_DSSetShaderResources(context, 0, 1, &srv);
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ID3D11DeviceContext1_CSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11DeviceContext1_CSSetSamplers(context, 0, 1, &sampler);
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ID3D11DeviceContext1_CSSetShader(context, cs, NULL, 0);
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ID3D11DeviceContext1_CSSetShaderResources(context, 0, 1, &srv);
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ID3D11DeviceContext1_CSSetUnorderedAccessViews(context, 0, 1, &uav, NULL);
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previous_context_state = (ID3DDeviceContextState *)0xdeadbeef;
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ID3D11DeviceContext1_SwapDeviceContextState(context, NULL, &previous_context_state);
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todo_wine ok(previous_context_state == NULL, "Got unexpected state pointer.\n");
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@ -6987,6 +7012,27 @@ static void test_device_context_state(void)
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todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
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if (tmp_srv) ID3D11ShaderResourceView_Release(tmp_srv);
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tmp_cb = (ID3D11Buffer *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb);
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todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb);
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if (tmp_cb) ID3D11Buffer_Release(tmp_cb);
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tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler);
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todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler);
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if (tmp_sampler) ID3D11SamplerState_Release(tmp_sampler);
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tmp_cs = (ID3D11ComputeShader *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetShader(context, &tmp_cs, NULL, NULL);
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if (cs) todo_wine ok(!tmp_cs, "Got unexpected shader %p.\n", tmp_cs);
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if (tmp_cs) ID3D11ComputeShader_Release(tmp_cs);
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tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetShaderResources(context, 0, 1, &tmp_srv);
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todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
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if (tmp_srv) ID3D11ShaderResourceView_Release(tmp_srv);
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tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetUnorderedAccessViews(context, 0, 1, &tmp_uav);
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todo_wine ok(!tmp_uav, "Got unexpected uav %p.\n", tmp_uav);
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if (tmp_uav) ID3D11UnorderedAccessView_Release(tmp_uav);
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/* updating the device context should also update the device context state */
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hr = ID3D11Device1_CreateVertexShader(device, simple_vs, sizeof(simple_vs), NULL, &vs2);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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@ -7073,6 +7119,18 @@ static void test_device_context_state(void)
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ID3D11DeviceContext1_GSGetConstantBuffers(context, 0, 1, &tmp_cb);
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ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb);
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ID3D11Buffer_Release(tmp_cb);
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tmp_cs = (ID3D11ComputeShader *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetShader(context, &tmp_cs, NULL, NULL);
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ok(tmp_cs == cs, "Got shader %p, expected %p.\n", tmp_cs, cs);
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if (cs) ID3D11ComputeShader_Release(tmp_cs);
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tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetShaderResources(context, 0, 1, &tmp_srv);
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ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv);
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ID3D11ShaderResourceView_Release(tmp_srv);
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tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetUnorderedAccessViews(context, 0, 1, &tmp_uav);
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ok(tmp_uav == uav, "Got uav %p, expected %p.\n", tmp_uav, uav);
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ID3D11UnorderedAccessView_Release(tmp_uav);
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tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
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ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler);
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@ -7162,12 +7220,6 @@ static void test_device_context_state(void)
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context_type = ID3D11DeviceContext1_GetType(context);
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ok(context_type == D3D11_DEVICE_CONTEXT_IMMEDIATE, "Unexpected context type %u.\n", context_type);
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ID3D11DeviceContext1_CSSetSamplers(context, 0, 1, &sampler);
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tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler);
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todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler);
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if (tmp_sampler) ID3D11SamplerState_Release(tmp_sampler);
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ID3D11DeviceContext1_VSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11DeviceContext1_VSSetSamplers(context, 0, 1, &sampler);
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ID3D11DeviceContext1_VSSetShader(context, vs, NULL, 0);
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@ -7234,11 +7286,6 @@ static void test_device_context_state(void)
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todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
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if (tmp_srv && tmp_srv != (ID3D11ShaderResourceView *)0xdeadbeef) ID3D11ShaderResourceView_Release(tmp_srv);
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tmp_cb = (ID3D11Buffer *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb);
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todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb);
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if (tmp_cb) ID3D11Buffer_Release(tmp_cb);
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ID3D11DeviceContext1_HSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11DeviceContext1_HSSetSamplers(context, 0, 1, &sampler);
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ID3D11DeviceContext1_HSSetShader(context, hs, NULL, 0);
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@ -7283,6 +7330,32 @@ static void test_device_context_state(void)
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todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
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if (tmp_srv && tmp_srv != (ID3D11ShaderResourceView *)0xdeadbeef) ID3D11ShaderResourceView_Release(tmp_srv);
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ID3D11DeviceContext1_CSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11DeviceContext1_CSSetSamplers(context, 0, 1, &sampler);
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ID3D11DeviceContext1_CSSetShader(context, cs, NULL, 0);
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ID3D11DeviceContext1_CSSetShaderResources(context, 0, 1, &srv);
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tmp_cb = (ID3D11Buffer *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb);
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todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb);
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if (tmp_cb && tmp_cb != (ID3D11Buffer *)0xdeadbeef) ID3D11Buffer_Release(tmp_cb);
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tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler);
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todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler);
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if (tmp_sampler && tmp_sampler != (ID3D11SamplerState *)0xdeadbeef) ID3D11SamplerState_Release(tmp_sampler);
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tmp_cs = (ID3D11ComputeShader *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetShader(context, &tmp_cs, NULL, NULL);
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if (cs) todo_wine ok(!tmp_cs, "Got unexpected shader %p.\n", tmp_cs);
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if (tmp_cs && tmp_cs != (ID3D11ComputeShader *)0xdeadbeef) ID3D11ComputeShader_Release(tmp_cs);
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tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetShaderResources(context, 0, 1, &tmp_srv);
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todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
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if (tmp_srv && tmp_srv != (ID3D11ShaderResourceView *)0xdeadbeef) ID3D11ShaderResourceView_Release(tmp_srv);
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tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetUnorderedAccessViews(context, 0, 1, &tmp_uav);
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todo_wine ok(!tmp_uav, "Got unexpected uav %p.\n", tmp_uav);
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if (tmp_uav && tmp_uav != (ID3D11UnorderedAccessView *)0xdeadbeef) ID3D11UnorderedAccessView_Release(tmp_uav);
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check_interface(device, &IID_ID3D10Device, TRUE, FALSE);
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check_interface(device, &IID_ID3D10Device1, TRUE, FALSE);
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@ -7380,9 +7453,31 @@ static void test_device_context_state(void)
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ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv);
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ID3D11ShaderResourceView_Release(tmp_srv);
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tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler);
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ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler);
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ID3D11SamplerState_Release(tmp_sampler);
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tmp_cb = (ID3D11Buffer *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb);
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ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb);
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ID3D11Buffer_Release(tmp_cb);
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tmp_cs = (ID3D11ComputeShader *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetShader(context, &tmp_cs, NULL, NULL);
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ok(tmp_cs == cs, "Got shader %p, expected %p.\n", tmp_cs, cs);
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if (cs) ID3D11ComputeShader_Release(tmp_cs);
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tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetShaderResources(context, 0, 1, &tmp_srv);
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ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv);
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ID3D11ShaderResourceView_Release(tmp_srv);
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tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef;
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ID3D11DeviceContext1_CSGetUnorderedAccessViews(context, 0, 1, &tmp_uav);
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ok(tmp_uav == uav, "Got uav %p, expected %p.\n", tmp_uav, uav);
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ID3D11UnorderedAccessView_Release(tmp_uav);
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check_interface(device, &IID_ID3D10Device, TRUE, FALSE);
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check_interface(device, &IID_ID3D10Device1, TRUE, FALSE);
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if (cs) ID3D11ComputeShader_Release(cs);
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if (ds) ID3D11DomainShader_Release(ds);
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if (hs) ID3D11HullShader_Release(hs);
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ID3D11PixelShader_Release(ps);
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@ -7390,6 +7485,7 @@ static void test_device_context_state(void)
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ID3D11VertexShader_Release(vs);
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ID3D11Buffer_Release(cb);
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ID3D11ShaderResourceView_Release(srv);
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ID3D11UnorderedAccessView_Release(uav);
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ID3D11SamplerState_Release(sampler);
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ID3D11DeviceContext1_Release(context);
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refcount = ID3D11Device1_Release(device);
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